diff modules/ReAction_ConfigUI/ReAction_ConfigUI.lua @ 25:bf997ea151ca

yet another attempt to add missing files
author Flick <flickerstreak@gmail.com>
date Fri, 07 Mar 2008 22:19:03 +0000
parents
children 21bcaf8215ff
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/modules/ReAction_ConfigUI/ReAction_ConfigUI.lua	Fri Mar 07 22:19:03 2008 +0000
@@ -0,0 +1,608 @@
+--[[
+  ReAction Configuration UI module
+
+  This modules creates and manages ReAction configuration
+  elements, including:
+
+   - waterfall config menu system
+   - bar dragging and resizing control overlays
+   - contextual menus
+
+  Individual modules are responsible for populating these
+  configuration elements via the following functions:
+
+  module:GetGlobalOptions( configModule )
+  module:GetGlobalBarOptions( configModule )
+  module:GetModuleOptions( configModule )
+  module:GetBarConfigOptions( bar, configModule )
+  module:GetBarMenuOptions( bar, configModule )
+
+  the ReAction_ConfigUI module is passed in as a parameter so that
+  option handlers can refresh the config UI.
+
+--]]
+
+-- local imports
+local ReAction = ReAction
+local L = ReAction.L
+local _G = _G
+local Waterfall = AceLibrary("Waterfall-1.0")
+local Dewdrop = AceLibrary("Dewdrop-2.0")
+local print = ReAction.print
+local InCombatLockdown = InCombatLockdown
+local BarModule = ReAction:GetModule("Bar")
+
+-- module declaration
+local moduleID = "ConfigUI"
+local module = ReAction:NewModule( moduleID,
+  "AceConsole-2.0",  -- temp
+  "AceEvent-2.0"
+  -- mixins go here
+)
+
+module.globalOptions = {
+  type = "group",
+  args = {
+    unlock = {
+      type     = "toggle",
+      handler  = module,
+      name     = L["unlock"],
+      guiName  = L["Unlock Bars"],
+      desc     = L["Unlock bars for dragging and resizing with the mouse"],
+      get      = function() return module.configMode end,
+      set      = "SetConfigMode",
+      disabled = InCombatLockdown,
+      order    = 1
+    },
+    config = {
+      type     = "execute",
+      handler  = module,
+      name     = L["config"],
+      guiName  = L["Configure..."],
+      desc     = L["Open the configuration dialogue"],
+      func     = "OpenConfig",
+      disabled = InCombatLockdown,
+      wfHidden = true, -- don't show this in the waterfall config
+      order    = 2
+    },
+  }
+}
+
+module.configOptions = {
+  type = "group",
+  args = {
+    global = {
+      type = "group",
+      name = L["Global Settings"],
+      desc = L["Global configuration settings"],
+      args = { },
+      order = 1,
+    },
+    module = {
+      type = "group",
+      name = L["Module Settings"],
+      desc = L["Configuration settings for each module"],
+      args = { },
+      order = 2,
+    },
+    bar = {
+      type = "group",
+      name = L["Bars"],
+      desc = L["Configuration settings for bars"],
+      args = { },
+      order = 3,
+    },
+  }
+}
+
+-- module methods
+function module:OnInitialize()
+  self.db = ReAction:AcquireDBNamespace(moduleID)
+  ReAction:RegisterDefaults(moduleID,"profile", 
+    {
+
+    }
+  )
+
+  -- temp: this will be moved to main ReAction.lua later in a more efficient AceConsole-less implementation
+  -- that can load the ConfigUI module on demand
+  -- NOTE: this inserts an 'about' command that we don't want
+  self:RegisterChatCommand( {L["/reaction"], L["/rxn"]}, self.globalOptions, "REACTION" )
+end
+
+function module:OnEnable()
+  self:RegisterEvent("PLAYER_REGEN_DISABLED")
+ 	Waterfall:Register("ReAction",
+    "aceOptions", self.configOptions,
+    "treeLevels", nil, -- infinite
+    "colorR", 0.8,
+    "colorG", 0.65,
+    "colorB", 0,
+    "defaultPane", "global" )
+end
+
+function module:OnDisable()
+  self:UnregisterEvent("PLAYER_REGEN_DISABLED")
+  self:SetConfigMode(false)
+  Waterfall:UnRegister("ReAction")
+end
+
+function module:PLAYER_REGEN_DISABLED()
+  if self.configMode == true then
+    UIErrorsFrame:AddMessage(L["ReAction config mode disabled during combat."])
+    self:SetConfigMode(false)
+    Waterfall:Close("ReAction")
+  end
+end
+
+function module:SetConfigMode( mode )
+  BarModule:CallMethodOnAllBars("ShowControls",mode)
+  ReAction:CallMethodOnAllModules("ApplyConfigMode",mode,BarModule.bars)
+  self.configMode = mode
+end
+
+function module:ApplyConfigMode( mode, bars )
+  if not(mode) then
+    -- close open dewdrop menu
+    local p = Dewdrop:GetOpenedParent()
+    if p then
+      for _, bar in pairs(bars) do
+        if bar then
+          if p == bar.controlFrame then
+            Dewdrop:Close()
+          end
+        end
+      end
+    end
+  end
+end
+
+local function refreshWaterfall()
+  module:RefreshConfig()
+end
+
+function module:RefreshOptions()
+  local opts = self.configOptions.args
+  
+  for _, m in ReAction:IterateModulesWithMethod("GetGlobalOptions") do
+    local o = m:GetGlobalOptions(self)
+    if o then
+      for k, v in pairs(o) do
+        opts.global.args[k] = v
+      end
+    end
+  end
+
+  for _, m in ReAction:IterateModulesWithMethod("GetGlobalBarOptions") do
+    local o = m:GetGlobalBarOptions(self)
+    if o then
+      for k, v in pairs(o) do
+        opts.bar.args[k] = v
+      end
+    end
+  end
+
+  for _, m in ReAction:IterateModulesWithMethod("GetModuleOptions") do
+    local o = m:GetModuleOptions(self)
+    if o then
+      for k, v in pairs(o) do
+        opts.module.args[k] = v
+      end
+    end
+  end
+
+  local barOpts = opts.bar.args
+  for name, bar in pairs(BarModule.bars) do
+    if bar then
+      if barOpts[name] == nil then
+        barOpts[name] = {
+          type = "group",
+          name = name,
+          desc = name,
+          handler = bar,
+          args = { }
+        }
+      end
+      if bar.modConfigOpts == nil then 
+        bar.modConfigOpts = { }
+      end
+      for _, m in ReAction:IterateModulesWithMethod("GetBarConfigOptions") do
+        local o = m:GetBarConfigOptions(bar,self)
+        if o then
+          for k, v in pairs(o) do
+            barOpts[name].args[k] = v
+          end
+        end
+      end
+    end
+  end
+  -- remove obsolete bar tables
+  for name, opt in pairs(barOpts) do
+    if opt.type == "group" and BarModule.bars[name] == nil then
+      barOpts[name] = nil
+    end
+  end
+end
+
+function module:OpenConfig(bar)
+  self:RefreshOptions()
+  Dewdrop:Close()
+  Waterfall:Open("ReAction",bar and "bar."..bar:GetName())
+end
+
+function module:RefreshConfig()
+  self:RefreshOptions()
+  Waterfall:Refresh("ReAction")
+end
+
+function module:ApplyToBar(bar)
+  if self.configMode then
+    bar:ShowControls(true)
+  end
+end
+
+function module:RemoveFromBar(bar)
+  if bar.controlFrame then
+    bar.controlFrame:SetParent(UIParent)
+    bar.controlFrame:ClearAllPoints()
+    bar.controlFrame:Hide()
+    bar.controlFrame = nil
+  end
+end
+
+function module:GetGlobalOptions()
+  return self.globalOptions.args
+end
+
+
+
+
+
+--
+-- Bar config overlay
+--
+-- import some of these for small OnUpdate performance boost
+local Bar           = BarModule.BarClass.prototype
+local GetSize       = Bar.GetSize
+local GetButtonSize = Bar.GetButtonSize
+local GetButtonGrid = Bar.GetButtonGrid
+local SetSize       = Bar.SetSize
+local SetButtonSize = Bar.SetButtonSize
+local SetButtonGrid = Bar.SetButtonGrid
+local ApplyAnchor   = Bar.ApplyAnchor
+local floor         = math.floor
+local min           = math.min
+local format        = string.format
+local GameTooltip   = GameTooltip
+
+local function StoreExtents(bar)
+  local f = bar.frame
+  local point, relativeTo, relativePoint, x, y = f:GetPoint(1)
+  relativeTo = relativeTo or f:GetParent()
+  local anchorTo
+  for name, b in pairs(BarModule.bars) do
+    if b then
+      if b:GetFrame() == relativeTo then
+        anchorTo = name
+        break
+      end
+    end
+  end
+  anchorTo = anchorTo or relativeTo:GetName()
+  local c = bar.config
+  c.anchor = point
+  c.anchorTo = anchorTo
+  c.relativePoint = relativePoint
+  c.x = x
+  c.y = y
+  c.width, c.height = f:GetWidth(), f:GetHeight()
+end
+
+local function RecomputeButtonSize(bar)
+  local w, h = GetSize(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  local scaleW = (floor(w/c) - s) / bw
+  local scaleH = (floor(h/r) - s) / bh
+  local scale = min(scaleW, scaleH)
+
+  SetButtonSize(bar, scale * bw, scale * bh, s)
+end
+
+local function RecomputeButtonSpacing(bar)
+  local w, h = GetSize(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  SetButtonGrid(bar,r,c,min(floor(w/c) - bw, floor(h/r) - bh))
+end
+
+local function RecomputeGrid(bar)
+  local w, h = GetSize(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  SetButtonGrid(bar, floor(h/(bh+s)), floor(w/(bw+s)), s)
+end
+
+local function ClampToButtons(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+  SetSize(bar, (bw+s)*c, (bh+s)*r )
+end
+
+local function HideGameTooltip()
+  GameTooltip:Hide()
+end
+
+local function CreateControls(bar)
+  local f = bar.frame
+
+  f:SetMovable(true)
+  f:SetResizable(true)
+  f:SetClampedToScreen(true)
+
+  -- buttons on the bar should be direct children of the bar frame.
+  -- The control elements need to float on top of this, which we could
+  -- do with SetFrameLevel() or Raise(), but it's more reliable to do it
+  -- via frame nesting, hence good old foo's appearance here.
+  local foo = CreateFrame("Frame",nil,f)
+  foo:SetAllPoints()
+
+  local control = CreateFrame("Button", nil, foo)
+  control:EnableMouse(true)
+  control:SetToplevel(true)
+  control:SetPoint("TOPLEFT", -4, 4)
+  control:SetPoint("BOTTOMRIGHT", 4, -4)
+  control:SetBackdrop({
+    edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
+    tile = true,
+    tileSize = 16,
+    edgeSize = 16,
+    insets = { left = 0, right = 0, top = 0, bottom = 0 },
+  })
+
+  -- textures
+  local bgTex = control:CreateTexture(nil,"BACKGROUND")
+  bgTex:SetTexture(0.7,0.7,1.0,0.2)
+  bgTex:SetPoint("TOPLEFT",4,-4)
+  bgTex:SetPoint("BOTTOMRIGHT",-4,4)
+  local hTex = control:CreateTexture(nil,"HIGHLIGHT")
+  hTex:SetTexture(0.7,0.7,1.0,0.2)
+  hTex:SetPoint("TOPLEFT",4,-4)
+  hTex:SetPoint("BOTTOMRIGHT",-4,4)
+  hTex:SetBlendMode("ADD")
+
+  -- label
+  local label = control:CreateFontString(nil,"OVERLAY","GameFontNormalLarge")
+  label:SetAllPoints()
+  label:SetJustifyH("CENTER")
+  label:SetShadowColor(0,0,0,1)
+  label:SetShadowOffset(2,-2)
+  label:SetTextColor(1,1,1,1)
+  label:SetText(bar:GetName())
+  label:Show()
+  bar.controlLabelString = label  -- so that bar:SetName() can update it
+
+  local StopResize = function()
+    f:StopMovingOrSizing()
+    f.isMoving = false
+    f:SetScript("OnUpdate",nil)
+    StoreExtents(bar)
+    ClampToButtons(bar)
+    ApplyAnchor(bar)
+  end
+
+  -- edge drag handles
+  for _, point in pairs({"LEFT","TOP","RIGHT","BOTTOM"}) do
+    local edge = CreateFrame("Frame",nil,control)
+    edge:EnableMouse(true)
+    edge:SetWidth(8)
+    edge:SetHeight(8)
+    if point == "TOP" or point == "BOTTOM" then
+      edge:SetPoint(point.."LEFT")
+      edge:SetPoint(point.."RIGHT")
+    else
+      edge:SetPoint("TOP"..point)
+      edge:SetPoint("BOTTOM"..point)
+    end
+    local tex = edge:CreateTexture(nil,"HIGHLIGHT")
+    tex:SetTexture(1.0,0.82,0,0.7)
+    tex:SetBlendMode("ADD")
+    tex:SetAllPoints()
+    edge:RegisterForDrag("LeftButton")
+    edge:SetScript("OnMouseDown",
+      function()
+        local bw, bh = GetButtonSize(bar)
+        local r, c, s = GetButtonGrid(bar)
+        f:SetMinResize( bw+s+1, bh+s+1 )
+        f:StartSizing(point)
+        f:SetScript("OnUpdate", 
+          function()
+            RecomputeGrid(bar)
+            bar:RefreshLayout()
+          end
+        )
+      end
+    )
+    edge:SetScript("OnMouseUp", StopResize)
+    edge:SetScript("OnEnter",
+      function()
+        GameTooltip:SetOwner(f, "ANCHOR_"..point)
+        GameTooltip:AddLine(L["Drag to add/remove buttons"])
+        GameTooltip:Show()
+      end
+    )
+    edge:SetScript("OnLeave", HideGameTooltip)
+    edge:Show()
+  end
+
+  -- corner drag handles, again nested in an anonymous frame so that they are on top
+  local foo2 = CreateFrame("Frame",nil,control)
+  foo2:SetAllPoints(true)
+  for _, point in pairs({"BOTTOMLEFT","TOPLEFT","BOTTOMRIGHT","TOPRIGHT"}) do
+    local corner = CreateFrame("Frame",nil,foo2)
+    corner:EnableMouse(true)
+    corner:SetWidth(12)
+    corner:SetHeight(12)
+    corner:SetPoint(point)
+    local tex = corner:CreateTexture(nil,"HIGHLIGHT")
+    tex:SetTexture(1.0,0.82,0,0.7)
+    tex:SetBlendMode("ADD")
+    tex:SetAllPoints()
+    corner:RegisterForDrag("LeftButton","RightButton")
+    local updateTooltip = function()
+      local size, size2 = bar:GetButtonSize()
+      local rows, cols, spacing = bar:GetButtonGrid()
+      size = (size == size2) and tostring(size) or format("%dx%d",size,size2)
+      GameTooltipTextRight4:SetText(size)
+      GameTooltipTextRight5:SetText(tostring(spacing))
+    end
+    corner:SetScript("OnMouseDown",
+      function(_,btn)
+        local bw, bh = GetButtonSize(bar)
+        local r, c, s = GetButtonGrid(bar)
+        if btn == "LeftButton" then -- button resize
+          f:SetMinResize( (s+12)*c+1, (s+12)*r+1 )
+          f:SetScript("OnUpdate", 
+            function()
+              RecomputeButtonSize(bar)
+              bar:RefreshLayout()
+              updateTooltip()
+            end
+          )
+        elseif btn == "RightButton" then -- spacing resize
+          f:SetMinResize( bw*c, bh*r )
+          f:SetScript("OnUpdate", 
+            function()
+              RecomputeButtonSpacing(bar)
+              bar:RefreshLayout()
+              updateTooltip()
+            end
+          )
+        end
+        f:StartSizing(point)
+      end
+    )
+    corner:SetScript("OnMouseUp",StopResize)
+    corner:SetScript("OnEnter",
+      function()
+        GameTooltip:SetOwner(f, "ANCHOR_"..point)
+        GameTooltip:AddLine(L["Drag to resize buttons"])
+        GameTooltip:AddLine(L["Right-click-drag"])
+        GameTooltip:AddLine(L["to change spacing"])
+        local size, size2 = bar:GetButtonSize()
+        local rows, cols, spacing = bar:GetButtonGrid()
+        size = (size == size2) and tostring(size) or format("%dx%d",size,size2)
+        GameTooltip:AddDoubleLine(L["Size:"], size)
+        GameTooltip:AddDoubleLine(L["Spacing:"], tostring(spacing))
+        GameTooltip:Show()
+      end
+    )
+    corner:SetScript("OnLeave", 
+      function()
+        GameTooltip:Hide()
+        f:SetScript("OnUpdate",nil)
+      end
+    )
+
+  end
+
+  control:RegisterForDrag("LeftButton")
+  control:RegisterForClicks("RightButtonDown")
+  
+  control:SetScript("OnDragStart",
+    function()
+      f:StartMoving()
+      f.isMoving = true
+      -- TODO: snap indicator update install
+    end
+  )
+
+  control:SetScript("OnDragStop",
+    function()
+      f:StopMovingOrSizing()
+      f.isMoving = false
+      f:SetScript("OnUpdate",nil)
+      -- TODO: snap frame here
+      StoreExtents(bar)
+    end
+  )
+
+  control:SetScript("OnEnter",
+    function()
+      -- add bar type and status information to name
+      local name = bar.name
+      for _, m in ReAction:IterateModulesWithMethod("GetBarNameModifier") do
+        local suffix = m:GetBarNameModifier(bar)
+        if suffix then
+          name = format("%s %s",name,suffix)
+        end
+      end
+      
+      GameTooltip:SetOwner(f, "ANCHOR_TOPRIGHT")
+      GameTooltip:AddLine(name)
+      GameTooltip:AddLine(L["Drag to move"])
+      --GameTooltip:AddLine(L["Shift-drag for sticky mode"])
+      GameTooltip:AddLine(L["Right-click for options"])
+      GameTooltip:Show()
+    end
+  )
+
+  control:SetScript("OnLeave", HideGameTooltip)
+
+  control:SetScript("OnClick",
+    function()
+      bar:ShowMenu()
+    end
+  )
+
+  return control
+end
+
+function Bar:ShowControls(show)
+  if show then
+    if not self.controlFrame then
+      self.controlFrame = CreateControls(self)
+    end
+    self.controlFrame:Show()
+  elseif self.controlFrame then
+    self.controlFrame:Hide()
+  end
+end
+
+function Bar:ShowMenu()
+  if not self.menuOpts then
+    self.menuOpts = {
+      type = "group",
+      args = {
+        openConfig = {
+          type = "execute",
+          name = L["Configure..."],
+          desc = L["Open the configuration dialogue for this bar"],
+          func = function() module:OpenConfig(self) end,
+          disabled = InCombatLockdown,
+          order = 1
+        }
+      }
+    }
+  end
+  if self.modMenuOpts == nil then
+    self.modMenuOpts = { }
+  end
+  for _, m in ReAction:IterateModulesWithMethod("GetBarMenuOptions") do
+    for k, v in pairs(m:GetBarMenuOptions(self, module)) do
+      self.menuOpts.args[k] = v
+    end
+  end
+  Dewdrop:Open(self.controlFrame, "children", self.menuOpts, "cursorX", true, "cursorY", true)
+end
+
+local Bar_SuperSetName = Bar.SetName
+function Bar:SetName(name)
+  Bar_SuperSetName(self,name)  
+  if self.controlLabelString then
+    self.controlLabelString:SetText(self.name)
+  end
+end